Stats

HOVER your mouse over any number for row highlighting. This may help you keep track of what you are looking at.

If you do not fully understand what things like "Max EV, No IV" mean then check out our EV and, or IV guides for more info.

Nature-effect

With the release of Ruby and Sapphire Pokémon were given a new mechanic. This mechanic effects the rate at which stat points increase. Different natures will affect different stats and, as a result, it is important to some what nature a Pokémon has, otherwise they may be battling with dismal stats.

The PLDH.net PokéDex provides maximum possible stat points with regard to what effect a nature has on those stats. In short...

Beneficial - These stats are bolded - the stat increases at 1.1 times the normal rate

Neutral - These stats are underlined - the stat inceases normally

Hindering - These stats are italicised - the stat increases at .9 times the normal rate

For a more thorough explanation on natures, as well as a table detailing all natures, please visit our Natures Chart.

EV Yield

EV is an acronym for Effort Value. Effort Values are awarded by Pokémon that you battle be it via a trainer battle (ingame) or a wild Pokémon battle. Battling over WiFi does not award EV points and neither does battling in the Battle Frontiers/Towers.

An example would be Chatot who will yeild 1 EV in Atk...

HP - Hit Points, the health of Pokémon

Atk - Attack stat

Def - Defense stat

SpAtk - Special Attack stat

SpDef - Special Defense stat

Spd - Speed stat

When EVs are awarded by defeating a Pokémon, the next time you level up, those EVs will begin to take effect, though this varies by level.

Those training Pokémon for competitive battling over WiFi will pay attention to what Pokémon they are battling to get the gains they want in the stats they are training for.

For a complete explanation on EVs consider using our Effort Value guide.

EXP Gain-rate

EXP is an abbreviation for Experience Points. Experience Points are awarded by battling ingame trainers (with the exclusion of Battle Frontier/Tower battles) and Pokémon. As your Pokémon gain experience points they will level up...

There are 6 rates by which Pokémon level up. After leveling up a Pokémon will require more experience than the previous level to reach the next level. This is known as the gain-rate; the rate at which the Pokémon's need for experience grows from one level to the next.

The statistic reported to the right of the gain-rate is the maximum experience the Pokémon will be able to get and that number is what we use to weight the gain-rates, instead of the equation that determines the ultimate value.

Other websites may report this statistic in different terms, for instance as an explanation of the equation being used rather than the rate itself, however, all websites mean the same thing. The 6 rates are listed below.

Very Fast - 600,000

Fast - 800,000

Medium - 1,000,000

Medium-Slow - 1,059,860

Slow - 1,250,000

Very Slow - 1,640,000

Egg Step Counter

The games themselves do not physically store the amount of steps a Pokémon will require to hatch, instead the games use a much smaller number which is known as the counter.

The counter is multiplied by 255 to determine the steps that will be needed; this actually works in reverse and is fairly complex. Suffice it to say the game will check your party after walking 255 steps and de-increment (subtract one from) the egg step counter.

Reporting the counter is not as necessary as reporting the steps however I felt it would be nice to display it anyway, as that is the number this PokéDex uses to determine egg steps.

To determine the egg steps with a Flame Body Pokémon in the party the counter is divided by two and then 255 is added.

It should be pointed out that most PokéDexes are misreporting the amount of egg steps required to hatch a Pokémon (at most the misreporting is at 40 steps, a small number but misreporting is misreporting). This is likely due to the fact that the designers are not aware of the fact that, for whatever reason, the equation was changed from third to fourth generation games. In the third generation the multiplier was actually 256, not 255.

Special thanks to X-Act and Peterko of Smogon.com for their breeding research. The article they wrote detailing the above information can be found here. Also to Butterfree of TCoD for pointing out my own misreporting. Thanks a lot everyone!

General Data

Following are brief explanations for the various types of data being displayed in the table marked as General Data...

Name

The english name of the move being detailed on the page you are viewing...

Romaji

Romaji is the middle road for translation, somewhat. It utilizes phonetics, the word is spelled, in english characters, the way it would it sound when pronounced in Japanese.

Japanese

The move name is displayed in characters. See WTF - Japanese for more.

Type

This is the type of the move, which determines, in-part, how effective it will be against a defending Pokémon of a certain type, among other things.

Class

The class determines what stat, if any, the move will be based off of. If Other the move uses no stat. If Physical it is based off of the user's base Attack stat. If Special it is based off of the user's Special Attack stat.

Power

The base power of the move is used to determine how much potential damage the move can do, other things constant. If zero the move is a non-damaging type move.

Accuracy

The % Acc (or percent Accuracy) determines the frequency at which the move can be anticipated to actually work. If -- OR 0 the move will never fail, if 100 the move should not miss unless the user's accuracy has been reduced. With the exception of Acc being noted as 0 (in our case meaning it won't fail) the lower the accuracy the greater the possibility the move will eventually fail/miss.

Effect

The % Effect denotes the percentage of the time the move's secondary effect will activate (this is similar to accuracy). If the move does not have a secondary effect the % Effect is noted as 0.

Power Points

Power Points (PP) decrease as a move a used. The higher the PP the more often the move can be used without needing to visit a PokéCenter, or, in the case of WiFi/Battle Tower/Frontier running out of options.

Flavortext

The ingame description of the move.

Explanation

A more thorough description of the move and its effects/mechanics.

Intrinsic Data

Intrinsic Data is information about the move that the game uses which you would not otherwise be aware of, were it not for the exploration of the game's coding by certain individuals. Despite the fact that this data is essentially hidden it is important...

Speed Priority

Speed Priority determines the order in which the move will be used by the user. The higher the priority the better chance the move will strike first. That said, it would be poor judgement, in most cases to design Pokémon based entirely on priority. Priorities range from 5 to -7 (above 0 being faster than normal and below zero being slower than normal).

Target

The intended direction of the move. Offensive moves will hit Opponents/Enemies, Defensive or Support moves will effect the User, some moves will affect the Teammate and others will hit all the Pokémon on the field.

Physical Contact

Physical moves will make physical contact with the opposing Pokémon. Some Pokémon have abilities that will negatively affect the user if the move used is physical.

Status Affliction

This denotes the various status afflictions as well as if a stat will be affected negatively or positively.

Magic Coat Reflection

The move Magic Coat can reflect back to the user non-damaging moves like Leech Seed

Snatch

Snatch is a move that can steal the effects of the user's move and the opponent will then be able to use that effect against the user.

Protect

Protect/Detect are moves that block other moves, though not in successive turns, generally.

Flinch w/ King's Rock

King's Rock is a hold item that can give the added bonus to the user of making the opponent flinch when hit with a move. Flinching will force the opponent to miss the turn if they had failed to attack before being flinched.

Decrease in accuracy

The answer to whether a move's accuracy can be lowered by a move/item that would attempt to do so.

Contest Data

Contest Data is information about the move as it relates to the move's use in Pokémon Contests. Below the various data-types given will be explained...

Type

Moves have a seperate typing in Contests.

Appeal

How many points/hearts can be expected to be awarded by the contest Judges (other things held constant).

Jam

Whether or not this move will affect the ability of opponents going after this move is used to appeal.

Base Experience is the statistic that reports the amount of experience a Pokémon will need in the beginning. For each proceeding level the required experience to reach the next level will continue to increase at it's gain-rate.

Normalized Rarity

Without name dropping it is a common problem in PokéDexes that there is an inundation of data that can make it irritating to scroll through to find exactly what you are looking for. The PLDH Dex was designed with the user in mind. We focus on simplicity.

Simplicity was especially important for the LocationDex. A Pokémon is displayed once for each encounter method (Surfing, Walking in Grass, etc). Normalized rarity is, as a result of combining the totality of a monster's encounter methods and conditions, exactly how it sounds.

When clicking 'See Specifics' you will see a complete breakdown with the actual percentage for encountering the Pokémon in that way.

The normalized rarity is derived by totalling a monster's percentages, totalling the percentages of all monsters in that area, divding a monster's rarity by the total and turning that into a percentage. This gives a ballpark of how often you will encounter a Pokémon per the method you use to encounter it.